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CPlayer.cpp
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217 lines (186 loc) · 6.02 KB
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#include "CPlayer.h"
#include <iostream>
#include "random.cpp" // Ensure this is your custom random number generator implementation.
#include "CAssessment.h"
CPlayer::CPlayer(const std::string &name) : mName(name), mMotivation(1000), mSuccess(0), mPosition(0), mYear(1),
mIsActive(
true)
{
}
std::string CPlayer::GetName() const
{
return mName;
}
int CPlayer::GetMotivation() const
{
return mMotivation;
}
int CPlayer::GetSuccess() const
{
return mSuccess;
}
int CPlayer::GetPosition() const
{
return mPosition;
}
int CPlayer::GetYear() const
{
return mYear;
}
void CPlayer::Spin()
{
int randomNumber = Random(); // Assumes Random() is defined and returns an int
Move(randomNumber);
std::cout << mName << " spins " << randomNumber << std::endl;
}
void CPlayer::Move(int spaces)
{
mPosition += spaces;
if (mPosition > 36)
{ // Assuming 36 mSpaces in the game, adjust accordingly
mPosition -= 36;
if (CanAdvanceToNextYear())
{
IncrementYear();
IncreaseMotivation(250); // Reward for starting a new academic year
std::cout << mName << " attends Welcome Week and starts year " << mYear << " more motivated!" << std::endl;
} else
{
std::cout << mName << " has not completed enough assessments to advance to the next year." << std::endl;
}
}
}
void CPlayer::IncreaseMotivation(int value)
{
mMotivation += value;
}
void CPlayer::DecreaseMotivation(int value)
{
mMotivation -= value;
}
void CPlayer::IncrementYear()
{
mYear++;
}
int CPlayer::GetSpin()
{
return Random();
}
void CPlayer::IncreaseSuccess(int value)
{
mSuccess += value;
}
void CPlayer::SetPosition(int position)
{
mPosition = position;
}
bool CPlayer::IsActivityCompleted()
{
// This method might need adjustments based on your game logic.
return false;
}
void CPlayer::AddCompletedAssessment(int year, CAssessment *assessment)
{
completedAssessments.emplace_back(year, assessment);
}
bool CPlayer::CanAdvanceToNextYear() const
{
int count = std::count_if(completedAssessments.begin(), completedAssessments.end(),
[this](const std::pair<int, CAssessment *> &p)
{
return p.first == this->mYear;
});
return count >= 3; // Assuming 3 assessments are needed to advance
}
bool CPlayer::HasGraduated() const
{
// Assuming graduation requires completing at least 3 assessments in year 3
int countYear3 = std::count_if(completedAssessments.begin(), completedAssessments.end(),
[](const std::pair<int, CAssessment *> &p)
{
return p.first == 3;
});
return countYear3 >= 3;
}
void CPlayer::CheckAndHandleMotivation()
{
if (HasNegativeMotivation())
{
// Sort completed assessments by motivational cost, lowest first
std::sort(completedAssessments.begin(), completedAssessments.end(),
[](const auto &a, const auto &b)
{
return a.second->GetMotivationalCost() < b.second->GetMotivationalCost();
});
for (auto &assessment: completedAssessments)
{
if (HasNegativeMotivation())
{
DeferAssessment(assessment.second);
} else
{
break;
}
}
if (HasNegativeMotivation())
{
std::cout << GetName() << " is unable to reach positive motivation and quits the course." << std::endl;
QuitGame();
}
}
// Attempt to complete any deferred assessments if possible
CompleteDeferredAssessment();
}
void CPlayer::DecreaseSuccess(int value)
{
mSuccess -= value;
}
void CPlayer::RemoveCompletedAssessment(CAssessment *assessment)
{
auto it = std::remove_if(completedAssessments.begin(), completedAssessments.end(),
[assessment](const std::pair<int, CAssessment *> &p)
{
return p.second == assessment;
});
// If the assessment was found and removed, `it` won't be `end()`. Erase actually removes the element(s).
if (it != completedAssessments.end())
{
completedAssessments.erase(it, completedAssessments.end());
std::cout << "Assessment " << assessment->GetName() << " removed from completed assessments." << std::endl;
} else
{
std::cout << "Assessment " << assessment->GetName() << " not found in completed assessments." << std::endl;
}
}
void CPlayer::DeferAssessment(CAssessment *assessment)
{
IncreaseMotivation(assessment->GetMotivationalCost()); // Regain motivation
DecreaseSuccess(assessment->GetAchievement()); // Lose success
deferredAssessments.push_back(assessment); // Add to deferred assessments
RemoveCompletedAssessment(assessment);
std::cout << GetName() << " defers " << assessment->GetName() << " for motivation." << std::endl;
}
void CPlayer::CompleteDeferredAssessment()
{
auto it = deferredAssessments.begin();
while (it != deferredAssessments.end())
{
CAssessment *assessment = *it;
if (mMotivation > assessment->GetMotivationalCost())
{
IncreaseMotivation(-assessment->GetMotivationalCost());
IncreaseSuccess(assessment->GetAchievement());
AddCompletedAssessment(mYear, assessment);
std::cout << GetName() << " completes deferred " << assessment->GetName() << std::endl;
it = deferredAssessments.erase(it); // Successfully complete the deferred assessment
} else
{
++it;
}
}
}
void CPlayer::QuitGame()
{
mIsActive = false;
std::cout << mName << " has quit the game due to insufficient motivation." << std::endl;
}